WHATCHU WORKIN' ON? TELL US!
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Recently started my first ever game project: A traditional RPG called Blight Runners. It's mostly going to use VC Ace RTP, but I'm hoping to develop a strong story and provide a decent challenge.
author=Mr_Detective
Anybody has some tips for adjusting the perimeter curves for the classes in VX Ace ?
I am afraid I might mess something up. :P
Come on guys :P I need help with this :D
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Mr_Detectiveauthor=Mr_DetectiveCome on guys :P I need help with this :D
Anybody has some tips for adjusting the perimeter curves for the classes in VX Ace ?
I am afraid I might mess something up. :P
Uh, make them start out low and gradually get higher?
I don't know what kind of tips you could possibly want.
I have been messing around with Java. So far I made a functional menu and item. Wish I had some awesome ideas that I could use this for.


Intermittently working on my first attempt at a game.
It's about a farmer girl dragged on an adventure by a childhood friend who found a reanimated skeleton from a shipwreck that wants to find its family and is offering them a sum of gold to help.
(It's not a huge game, and it's also not a classic RPG, but I wanted to start small and complete something first.)
It's about a farmer girl dragged on an adventure by a childhood friend who found a reanimated skeleton from a shipwreck that wants to find its family and is offering them a sum of gold to help.
(It's not a huge game, and it's also not a classic RPG, but I wanted to start small and complete something first.)
I've been trying to fix up my portraits for a game (and get better at spriting), which looks better to you guys
Left old, Right is new.

Left old, Right is new.

been adding lots of little details to the ship. Anyone have any cool ideas for a space/exploration rpg? Gameplay elements, locations anything?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I love the ending to that video
Laser is spelled with an s, not a z (for the body scan)
I have only terrible ideas, sadly
Laser is spelled with an s, not a z (for the body scan)
I have only terrible ideas, sadly
author=supremewarrior
I have been messing around with Java. So far I made a functional menu and item. Wish I had some awesome ideas that I could use this for.
packing-for-flight simulator
Can you fit all your useless junk into a tiny suitcase? It's like Diablo II if you removed everything but the inventory and maces that take up 8 spaces
author=Dookie
video
been adding lots of little details to the ship. Anyone have any cool ideas for a space/exploration rpg? Gameplay elements, locations anything?
That's just looking cooler each time I see it. Here's a few ideas I have:
- Upgrading and repairing the space ship. Like shields, turrets and hyper drive.
- Space pirates that attempt to board you.
- Exploring space debris and wrecks for valuable loot.
- Tactical space battles.
- Bounty hunting quests.
Hey guys =). It has been a long long time ago since I did anything with rpgmaker, but in the last week of the Christmas holidays I opened the program once again and started working on some stuff.
First of I tried to "improve" two old games I made for some contest. First one was "Secroma" (2002), it could only use RTP graphics and the second one was "Perfection" (2005), this could only be made in 24 hours. I fixed up some major gameplay issues and tried to improve some dialogue (it makes more sense, clears up some storyline issues or just some minor language issues (English isn't my first language). Anyways since Secroma was a stealth game which made you die on detection I tried to improve this by showing you a line of sight of the guards and upon detection you simply will be teleported to the start of the map, no game over. Perfection was fixed by placing some items on more logical places (sand under a desk and a spoon in a pot of plants... wtf). Next to that I improved the menu with some new coding (will be getting back on that) and fixed dialogue and storyline.
My back-ups dated from 2010, so that makes a 3 year time leap for me starting on something "big" yet again. I tried to learn some XP scripting and I'm familiar with editing systems to my visual liking (menu's etc), I can't script whole new modules (or tried it =p).
I did however pick up an old Rm2k3 project of mine and looked in the folder. It seemed that through using Cherry's Picpointerpatch I managed to make a decent item menu without to much coding and used this to improve Perfection. After that I went so much deeper this week. The menu I had was like this:
- Shows 7 items at once.
- Shows arrows at the top or bottom if you can go further in the list.
I was looking at the code and starting to fix up some stuff I didn't like about it (better said: the eventing/coding/scripting could be improved) and starting to mess with variables that stored variable ID's (in a way they work like indexes or arrays). This ended up with less code and even better: the option to load other data in the menu (for example: weapons or skills). I took this a bit further so I could show "items" with or without an icon in front. After some serious messing, which really didn't take that much time I came up with a really nifty menu. I could load data in it (weapons, skills, logbooks, items or even simple options like quit/don't quit) and it would use the same base to form a menu (kind of the class Window_selectable in RMXP).
What can I do with this:
- I can set the amount of "items" to show at the screen.
- I can set the position at the screen (handy if you want to change it for battle systems or just the menu).
- I can edit the spacing between "items" (this can be handy if you want to use icons in front of the itemnames or not).
- I can load multiple sets of data in it (at the moment to a maximum of 40 entries (could be easily edited, but I don't expect to need more)).
- It shows the amount of items hold.
- Uses a single common event to form the menu, it loads in an other common event with a maximum of 47 variables to set (if you really want to have 40 entries/items in the menu).
What I want to add:
- Also be able to change the x width of the menu (isn't too hard, but at the moment the menu takes half of the width).
- Give the option to hide the numbers (handy for log menu's, isn't too hard).
What I'm thinking about to do:
- Menu background changes size automaticly (isn't too hard with the pic patch, but will take some work on images).
- Thinking about two options: set the menu kind (weapons, items, etc) with switches or 1 variable (switches will be clearer, 1 variable takes less of the 5000 switches I have, both would be easy to use (the variable thing is allready implanted).
- At the moment there are two things I have to change in the base menu every time I add a menu: the background and the "item" graphics (orange and green in the screenshot). If I actually want this base common event to be totally stand alone it wouldn't be to much work, but it would need some pondering about the common event structure I'm using.
All by all I'm really happy with this and it makes me able to build menu's very fast (especially those dynamic selectable menu's were a bitch to event/script/code before I stumbled upon Cherry's picpointerpatch). I have to think about how I want to organise certain stuff, but in the end making a menu would cost very little time. Therefor, thanks Cherry major much for this patch and in a lesser extent the Rpgmaker 2009 patch he made (I use this to organise picture resources in separate folders.
Attachments:
- Shot of one of the dataload common events.
- 4 shots of menu's the base menu event made using diffrent variable values.
- Also, Craze, remember this =p?

First of I tried to "improve" two old games I made for some contest. First one was "Secroma" (2002), it could only use RTP graphics and the second one was "Perfection" (2005), this could only be made in 24 hours. I fixed up some major gameplay issues and tried to improve some dialogue (it makes more sense, clears up some storyline issues or just some minor language issues (English isn't my first language). Anyways since Secroma was a stealth game which made you die on detection I tried to improve this by showing you a line of sight of the guards and upon detection you simply will be teleported to the start of the map, no game over. Perfection was fixed by placing some items on more logical places (sand under a desk and a spoon in a pot of plants... wtf). Next to that I improved the menu with some new coding (will be getting back on that) and fixed dialogue and storyline.
My back-ups dated from 2010, so that makes a 3 year time leap for me starting on something "big" yet again. I tried to learn some XP scripting and I'm familiar with editing systems to my visual liking (menu's etc), I can't script whole new modules (or tried it =p).
I did however pick up an old Rm2k3 project of mine and looked in the folder. It seemed that through using Cherry's Picpointerpatch I managed to make a decent item menu without to much coding and used this to improve Perfection. After that I went so much deeper this week. The menu I had was like this:
- Shows 7 items at once.
- Shows arrows at the top or bottom if you can go further in the list.
I was looking at the code and starting to fix up some stuff I didn't like about it (better said: the eventing/coding/scripting could be improved) and starting to mess with variables that stored variable ID's (in a way they work like indexes or arrays). This ended up with less code and even better: the option to load other data in the menu (for example: weapons or skills). I took this a bit further so I could show "items" with or without an icon in front. After some serious messing, which really didn't take that much time I came up with a really nifty menu. I could load data in it (weapons, skills, logbooks, items or even simple options like quit/don't quit) and it would use the same base to form a menu (kind of the class Window_selectable in RMXP).
What can I do with this:
- I can set the amount of "items" to show at the screen.
- I can set the position at the screen (handy if you want to change it for battle systems or just the menu).
- I can edit the spacing between "items" (this can be handy if you want to use icons in front of the itemnames or not).
- I can load multiple sets of data in it (at the moment to a maximum of 40 entries (could be easily edited, but I don't expect to need more)).
- It shows the amount of items hold.
- Uses a single common event to form the menu, it loads in an other common event with a maximum of 47 variables to set (if you really want to have 40 entries/items in the menu).
What I want to add:
- Also be able to change the x width of the menu (isn't too hard, but at the moment the menu takes half of the width).
- Give the option to hide the numbers (handy for log menu's, isn't too hard).
What I'm thinking about to do:
- Menu background changes size automaticly (isn't too hard with the pic patch, but will take some work on images).
- Thinking about two options: set the menu kind (weapons, items, etc) with switches or 1 variable (switches will be clearer, 1 variable takes less of the 5000 switches I have, both would be easy to use (the variable thing is allready implanted).
- At the moment there are two things I have to change in the base menu every time I add a menu: the background and the "item" graphics (orange and green in the screenshot). If I actually want this base common event to be totally stand alone it wouldn't be to much work, but it would need some pondering about the common event structure I'm using.
All by all I'm really happy with this and it makes me able to build menu's very fast (especially those dynamic selectable menu's were a bitch to event/script/code before I stumbled upon Cherry's picpointerpatch). I have to think about how I want to organise certain stuff, but in the end making a menu would cost very little time. Therefor, thanks Cherry major much for this patch and in a lesser extent the Rpgmaker 2009 patch he made (I use this to organise picture resources in separate folders.
Attachments:
- Shot of one of the dataload common events.

- 4 shots of menu's the base menu event made using diffrent variable values.

- Also, Craze, remember this =p?

I've been working on the same project for the last 8 years (yes, really). Hero of Allacrost is a project that I founded and started completely from scratch in 2004. I've worked on it off and on throughout the years and we've made several small demo releases (which you can find on our website). It's not a RPGMaker project, but one done completely from scratch. We designed and developed our own game engine and editor in addition to the game itself. It's open source, cross platform (Windows, OS X, Linux, others), has internationalization support (languages other than English), and free to play. All the artwork, sound, and music are original works, although we do use some external content that has been made available under acceptable licenses.
Here are some visuals.
Artwork




More samples of our artwork here: http://www.allacrost.org/wiki/index.php/Artwork_Style
Screenshots
These are unfortunately all pretty old. The game looks slightly better now.
More screenshots here: http://www.allacrost.org/multimedia/screenshots
Videos
Earlier this week I made a video showing the game in it's current state, along with audio commentary about what we're working on and where the design is heading.
You can find older playthrough videos by searching for "allacrost" on youtube.
Here are some visuals.
Artwork





More samples of our artwork here: http://www.allacrost.org/wiki/index.php/Artwork_Style
Screenshots
These are unfortunately all pretty old. The game looks slightly better now.



More screenshots here: http://www.allacrost.org/multimedia/screenshots
Videos
Earlier this week I made a video showing the game in it's current state, along with audio commentary about what we're working on and where the design is heading.
You can find older playthrough videos by searching for "allacrost" on youtube.
Well it's been ported to FreeBSD in the past, and I imagine it would run on other BSD variants as well. We were careful to choose libraries that are written with portable code. So it may run on more esoteric OSes as well, but we haven't examined whether it will run on any systems other than the ones I listed above.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
iOS and Android are the ones people care about, I suspect.
author=LockeZ
iOS and Android are the ones people care about, I suspect.
Neither of which existed when my project was born. :p I haven't rule out the possibility of putting it on a mobile platform, but it's not a priority and it certainly won't happen any time soon.


























